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Squad Busters is back?

A recent major update resulted in a 125% increase in daily revenue. Here is a breakdown of the update: Key Updates & Features1. Bullets and Burgers (Seasonal Event)• Season Pass: Players can earn rewards through milestones using Gems.• Monetization: The Premium Pass is the main monetization strategy.• Gameplay Mechanics: Players can now earn final rewards repeatedly by using Gems, enhancing engagement and session frequency.• Additional Content: New reskins include 'The Desolation of Chickens,' 'Moonlight Matchup,' and 'Beach Party.'2. Get a Spell!• Unlock Abilities: Players must use active abilities in core gameplay to unlock new ones.• Extended Event: Now running for 4 days to keep players engaged longer.• Player Engagement: This update boosts session numbers and player retention, potentially increasing monetization.3. Sneak Peek! Lava World (New Map and Content)• New Map: Introducing "Lava World" with a fresh gameplay loop that requires […]

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Squad Busters: Radical Changes On A Quest For Lasting Success

Jakub Remiar takes us through Supercell’s latest changes to Squad Busters and what to expect next from the game. Supercell released a new update for Squad Busters with key changes impacting its core gameplay design The update saw the game revenue spike however those levels are turning to normal now Supercell released its sixth global hit, Squad Busters, on May 29th and has since gone on to pass $50 million in revenue. Now that the game has been out for a few months, the team's approach to LiveOps will be crucial for its future. Supercell released a new update for the game, which may appear to be the usual content update for some, but rest assured, there's more happening beneath the surface. In this guest article, game design expert Jakub Remiar digs deep into Squad Busters' latest update and its potential impact.  […]

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Supercell’s Squad Busters: A Major Update

All of the consumables including MEGAs, 3 types of keys, and rerolls were removed from the game 😱 Baseline revenue of around $250K a day increased to $500K during the update. The DAU that was on the decline now finally stabilized at around 1,5 Million DAU and is slightly increasing. Here is a summary of what you need to know 😎:All of the consumables were considered “pay to win”, by the community as they gave players, who use them a really big competitive advantage over other players ⚔. All of the MEGAs were turned into actual character skins together with the introduction of new cosmetic-only currency-style tickets. The game now puts much more emphasis on cosmetics with the introduction of Super Rare skins 💎, which have their own emotes.The Lucky Find 🍀 comeback mechanic was iterated, now it gives a random […]

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🚀 BIG Update with +100% Revenue Uplift for Squad Busters

😑 Mega Troops removed and moved to Skins. Megas were one of the two kinds of battle consumables, but they weren't successful in fulfilling the role they were designed to fulfill. Most players didn't find them very satisfying as a comeback mechanic, and some even labeled them as unfair for certain game modes.Instead of adjusting these powerful troops, the development team has decided to discard the concept while reusing most of the content and ideas involved. For example, if you have unlocked the Dragon Chicken, you'll receive a Dragon skin for your Chicken. You can then select this skin for your Chicken in the Squad tab.✖ Chest Multipliers​If you liked Chest Doublers, wait until you see the 4x Multipliers!Chest Multipliers are getting a significant improvement. You will no longer be constrained by time and push to play at an inconvenient […]

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Brawl Stars: Monthly Revenue Increased By 500%

Brawl Stars' monthly revenue increased by 500%. From $9M to $57M. How did they achieve this in one year? Here are the key updates that made a massive impact:1. Goal Setting and Engagement Mechanics • Double Starr Drops• Brawl Together• Trophy League2. Awesome Battle Passes • Packed with cool rewards and collabs3. Diversified Gameplay with new PVP and PVE events: • Wipeout 5v5• Trophy Escape• Knockout 5v5 Data Source: AppMagic

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Testing R.I.S.E. Pre-Alpha, The New Game from Supercell

We tested R.I.S.E. pre-alpha, the new game from Supercell, which is the reboot of Clash Heroes. You could play for 3 hours each day over the weekend and I must say we were positively surprised by the amount of innovation in the game 😁.Before playing the game I was concerned that another Action RPG on Supercell portfolio, where there is Mo.co already 🤔, would end up competing against each other, similarly to Squad Busters vs Flood Rush. But R.I.S.E. is a Coop Rogue-lite Action RPG with extraction elements! 😱 You heard it right. Let me pinpoint the biggest differentiators.Even though the build was very early production, you could see the idea they were going for. Players are matched before every floor (level) into 3 man parties consisting of 6 different heroes. During the gameplay as they clear the level ⚔ […]

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Squad Busters: Revenue Drop by 50%

Is it time for Supercell to worry? 📉 In June, daily revenue fell from $1.2M to $600k, a 50% drop. ↳ This was expected as the initial spike was due to organic downloads from pre-registrations.↳ A decline was anticipated once those settled and user acquisition shifted to paid traffic.📉 But in July, daily revenue dropped another 50%: from ±$600k to <$300k.This isn't just normalization: User Acquisition can’t attract enough traffic at this price. The game probably is far from reaching profitability. Why did the decline happen again? • Very low medium- and long-term retention• Day 30 retention does not exceed 3%• For comparison, Brawl Stars has nearly 20% Day 30 retentionCauses:• Insufficient gameplay depth• Weak further gacha mechanics• Lack of content• UX problemsIt's time for Supercell to take more decisive measures to improve the game.Data Source: AppMagic

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What Does R.I.S.E Mean for Supercell’s Action RPG Strategy?

Supercell went five years without a game making it to global launch. The studio pulled no punches when it came to killing games, but the team eventually broke this streak with the release of Squad Busters on May 29th. The launch was quickly followed up with another game announcement from Supercell in the form of Project R.I.S.E, a game built from the ashes of Clash Heroes. R.I.S.E is intended to be a new multiplayer action-focused RPG game, which sounds familiar because Supercell is working on another action RPG, mo.co. It doesn’t end there, either, since the studio invested in Phantom Gamelabs, which is also currently working on an action looter shooter game, Riftbusters.  Are all of these games going to create competition among themselves and end up cannibalizing each other, or is Supercell looking to dominate the genre?  After recently getting […]

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Squad Busters One Month Later: Down, But Not Out

While there's no shortage of design suggestions to improve Squad Busters, the more imperative story is the decision to launch and how it launched. It's a tale of understandable frustration combined with a brand that didn't deliver. I thought the IP could pull in historic (and ongoing) download volume, but I was severely and utterly wrong. My priors have firmly shifted to mobile-first IP as ephemeral and an even larger skepticism of brand marketing in mobile.There are many questions about skipping soft-launch, but the alternative is not a big bang. It's slow scale ala Match Factory. We still lack a solid theory of "why," however. Squad Busters One Month Later: Down, But Not Out It's been about one month since Squad Busters launched—enough time for front-loaded marketing spend to subside and the immediate reality to set. Squad Buster’s launch failed. […]

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Squad Busters: Why 50% Daily Revenue Drop Doesn’t Bust New Formula

What do we have a month after the release of Squad Busters? Well, the numbers are down, public sentiment isn’t in favor of the game and I play the game less than I thought I would.But why am I still optimistic about it?To answer this, we teamed up with brilliant game analyst Alexandra Dedyukhina and conducted a thorough deconstruction of the game and its performance over the first month. In short, our optimism comes from 2 key points: 1. The game stands unique in Supercell’s portfolio. Despite potential audience cannibalization due to the cross-IP setting, Squad Busters does stand out.2. Most of the issues causing player drop-off are fixable. With time, research, and consistent updates, the overall experience can be significantly improved.3. We saw the masters of LiveOps at work. Remember how Supercell turned Brawl Stars from an all-time low […]

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Game Analysis: The Evolution of Squad Busters

Supercell’s Squad Busters is currently in soft launch with a global release at the end of the month but many changes happened throughout previous beta builds Supercell CEO Ilkka Paananen has previously stated that the studio has killed over 30 games with Squad Busters being the 6th game to launch globally Supercell’s Squad Busters is currently in soft launch and already has a global release date set for May 29th. The game will mark Supercell’s sixth release after numerous other titles never made it to launch due to the high standards the studio sets. Supercell's Squad Busters is set to make its global debut on May 29th. This marks a significant milestone as it's the first game to be globally launched after Brawl Stars, which was introduced six years ago. It's worth noting that many games in the Supercell portfolio […]

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